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2026-06-04 15:45:39 +03:00
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using UnityEngine;
[RequireComponent(typeof(Collider))]
public class AttentionTrigger : MonoBehaviour
{
public CameraController cameraController;
public Transform cameraPoint;
public HintManager hintManager;
public string hintText = "Похоже, здесь что-то спрятано...";
public float hintDuration = 3f;
public float fixedCameraDuration = 2.5f;
public AudioClip audioClip;
public AudioSource audioSource;
public bool destroyAfterTrigger;
private bool hasTriggered;
private void Reset()
{
GetComponent<Collider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (hasTriggered || !other.CompareTag("Player"))
{
return;
}
hasTriggered = true;
// One trigger coordinates camera focus, UI hint, and sound cue.
cameraController?.SetFixedCamera(cameraPoint, fixedCameraDuration);
hintManager?.ShowHint(hintText, hintDuration);
if (audioClip != null)
{
if (audioSource != null)
{
audioSource.PlayOneShot(audioClip);
}
else
{
AudioSource.PlayClipAtPoint(audioClip, transform.position);
}
}
Collider triggerCollider = GetComponent<Collider>();
triggerCollider.enabled = false;
if (destroyAfterTrigger)
{
Destroy(gameObject, fixedCameraDuration + 1f);
}
}
}
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using System.Collections;
using UnityEngine;
public class CameraController : MonoBehaviour
{
[Header("Follow")]
public Transform target;
public Vector3 followOffset = new Vector3(0f, 1.7f, -3.5f);
public float followSmooth = 10f;
public float rotationSmooth = 12f;
[Header("Fixed Camera")]
public float transitionTime = 1.1f;
public DepthOfFieldController depthOfFieldController;
public bool IsInFixedMode { get; private set; }
private float pitch;
private Coroutine fixedCameraRoutine;
private void Start()
{
SnapToFollowPosition();
}
private void LateUpdate()
{
if (IsInFixedMode || target == null)
{
return;
}
// Normal mode: keep the rig behind the player and match the player's yaw plus camera pitch.
Vector3 desiredPosition = GetFollowPosition();
Quaternion desiredRotation = GetFollowRotation();
transform.position = Vector3.Lerp(transform.position, desiredPosition, followSmooth * Time.deltaTime);
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, rotationSmooth * Time.deltaTime);
}
public void SetPitch(float newPitch)
{
pitch = newPitch;
}
public void SetFixedCamera(Transform point, float duration)
{
if (point == null)
{
return;
}
if (fixedCameraRoutine != null)
{
StopCoroutine(fixedCameraRoutine);
}
fixedCameraRoutine = StartCoroutine(FixedCameraRoutine(point, duration));
}
private IEnumerator FixedCameraRoutine(Transform point, float duration)
{
IsInFixedMode = true;
depthOfFieldController?.EnableFocus(point);
// Attention mode: move to the authored point, hold the shot, then return control to the player.
yield return MoveCamera(transform.position, transform.rotation, point.position, point.rotation, transitionTime);
yield return new WaitForSeconds(duration);
yield return MoveCamera(transform.position, transform.rotation, GetFollowPosition(), GetFollowRotation(), transitionTime);
depthOfFieldController?.DisableFocus();
IsInFixedMode = false;
fixedCameraRoutine = null;
}
private IEnumerator MoveCamera(Vector3 startPosition, Quaternion startRotation, Vector3 endPosition, Quaternion endRotation, float time)
{
float timer = 0f;
while (timer < time)
{
timer += Time.deltaTime;
float t = Mathf.Clamp01(timer / time);
transform.position = Vector3.Lerp(startPosition, endPosition, t);
transform.rotation = Quaternion.Slerp(startRotation, endRotation, t);
yield return null;
}
transform.position = endPosition;
transform.rotation = endRotation;
}
private Vector3 GetFollowPosition()
{
if (target == null)
{
return transform.position;
}
Quaternion yawRotation = Quaternion.Euler(0f, target.eulerAngles.y, 0f);
return target.position + yawRotation * followOffset;
}
private Quaternion GetFollowRotation()
{
if (target == null)
{
return transform.rotation;
}
return Quaternion.Euler(pitch, target.eulerAngles.y, 0f);
}
private void SnapToFollowPosition()
{
if (target == null)
{
return;
}
transform.position = GetFollowPosition();
transform.rotation = GetFollowRotation();
}
}
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using UnityEngine;
public class DepthOfFieldController : MonoBehaviour
{
public bool IsFocusEnabled { get; private set; }
public Transform FocusTarget { get; private set; }
public void EnableFocus(Transform focusTarget)
{
IsFocusEnabled = true;
FocusTarget = focusTarget;
// In a project with Post Processing or URP Volume, enable Depth of Field here
// and update focus distance from the active camera to FocusTarget.
}
public void DisableFocus()
{
IsFocusEnabled = false;
FocusTarget = null;
// Disable the real Depth of Field override here when a post-processing stack is connected.
}
}
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using System;
using System.IO;
using UnityEditor;
using UnityEditor.Events;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public static class Lab8SceneBuilder
{
private const string ScenePath = "Assets/_Scenes/NarrativeScene.unity";
[MenuItem("Tools/Lab8/Build Narrative Scene")]
public static void BuildNarrativeScene()
{
EnsureFolders();
Material floorMat = CreateMaterial("Floor_Mat", new Color(0.28f, 0.30f, 0.27f), 0.1f, 0.35f);
Material wallMat = CreateMaterial("Wall_Mat", new Color(0.48f, 0.46f, 0.42f), 0.05f, 0.25f);
Material statueMat = CreateMaterial("Statue_Mat", new Color(0.62f, 0.66f, 0.70f), 0.25f, 0.55f);
Material highlightMat = CreateMaterial("Highlight_Mat", new Color(1f, 0.86f, 0.34f), 0.1f, 0.75f);
Material doorMat = CreateMaterial("Door_Mat", new Color(0.34f, 0.18f, 0.09f), 0.05f, 0.25f);
Material chestMat = CreateMaterial("Chest_Mat", new Color(0.50f, 0.28f, 0.12f), 0.05f, 0.45f);
Material darkMat = CreateMaterial("Dark_Mat", new Color(0.12f, 0.13f, 0.15f), 0.02f, 0.15f);
AudioClip attentionClip = CreateAttentionCue();
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
RenderSettings.ambientLight = new Color(0.08f, 0.09f, 0.11f);
RenderSettings.fog = true;
RenderSettings.fogColor = new Color(0.08f, 0.09f, 0.10f);
RenderSettings.fogDensity = 0.018f;
CreateEnvironment(floorMat, wallMat, darkMat);
HintManager hintManager = CreateUI();
NarrativeEventManager eventManager = CreateEventManager(hintManager);
GameObject player = CreatePlayer();
CameraController cameraController = CreateCamera(player.transform);
GameObject statue = CreateStatue(statueMat, highlightMat, player.transform, eventManager);
Transform statueCameraPoint = CreateStatueCameraPoint(statue.transform);
GameObject exitDoor = CreateExitDoor(doorMat);
GameObject secretChest = CreateSecretChest(chestMat, highlightMat, player.transform, eventManager);
Light secretLight = CreateSecretLight();
CreateDecorations(darkMat, chestMat);
CreateLights();
CreateAttentionTrigger(cameraController, statueCameraPoint, hintManager, attentionClip);
eventManager.secretChest = secretChest;
eventManager.secretLight = secretLight;
eventManager.exitDoor = exitDoor.transform;
PlayerMovement movement = player.GetComponent<PlayerMovement>();
movement.cameraController = cameraController;
SaveSecretChestPrefab(secretChest);
secretChest.SetActive(false);
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene, ScenePath);
AddSceneToBuildSettings(ScenePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"Lab 8 narrative scene built and saved: {ScenePath}");
}
private static void EnsureFolders()
{
string[] folders =
{
"Assets/_Scenes",
"Assets/_Scripts",
"Assets/_Scripts/Editor",
"Assets/_Materials",
"Assets/_Prefabs",
"Assets/_Audio"
};
foreach (string folder in folders)
{
Directory.CreateDirectory(folder);
}
AssetDatabase.Refresh();
}
private static Material CreateMaterial(string materialName, Color color, float metallic, float smoothness)
{
string path = $"Assets/_Materials/{materialName}.mat";
Material material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material == null)
{
Shader shader = Shader.Find("Standard");
material = new Material(shader);
AssetDatabase.CreateAsset(material, path);
}
material.name = materialName;
material.color = color;
material.SetFloat("_Metallic", metallic);
material.SetFloat("_Glossiness", smoothness);
EditorUtility.SetDirty(material);
return material;
}
private static void CreateEnvironment(Material floorMat, Material wallMat, Material darkMat)
{
GameObject environment = new GameObject("AdventureLocation");
CreateCube("CorridorFloor", new Vector3(0f, -0.05f, -5f), new Vector3(3f, 0.1f, 14f), floorMat, environment.transform);
CreateCube("RoomFloor", new Vector3(0f, -0.05f, 6f), new Vector3(10f, 0.1f, 8f), floorMat, environment.transform);
CreateCube("Corridor_LeftWall", new Vector3(-1.65f, 1.5f, -5f), new Vector3(0.25f, 3f, 14f), wallMat, environment.transform);
CreateCube("Corridor_RightWall", new Vector3(1.65f, 1.5f, -5f), new Vector3(0.25f, 3f, 14f), wallMat, environment.transform);
CreateCube("Corridor_BackWall", new Vector3(0f, 1.5f, -12.1f), new Vector3(3.5f, 3f, 0.25f), darkMat, environment.transform);
CreateCube("Room_LeftWall", new Vector3(-5.1f, 1.5f, 6f), new Vector3(0.25f, 3f, 8.4f), wallMat, environment.transform);
CreateCube("Room_RightWall", new Vector3(5.1f, 1.5f, 6f), new Vector3(0.25f, 3f, 8.4f), wallMat, environment.transform);
CreateCube("Room_BackWall", new Vector3(0f, 1.5f, 10.1f), new Vector3(10.2f, 3f, 0.25f), wallMat, environment.transform);
CreateCube("Room_EntranceWall_Left", new Vector3(-3.4f, 1.5f, 1.9f), new Vector3(3.2f, 3f, 0.25f), wallMat, environment.transform);
CreateCube("Room_EntranceWall_Right", new Vector3(3.4f, 1.5f, 1.9f), new Vector3(3.2f, 3f, 0.25f), wallMat, environment.transform);
CreateCube("Room_EntranceLintel", new Vector3(0f, 2.75f, 1.9f), new Vector3(3f, 0.5f, 0.25f), wallMat, environment.transform);
}
private static GameObject CreatePlayer()
{
GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
player.name = "Player";
player.tag = "Player";
player.transform.position = new Vector3(0f, 1f, -8.5f);
UnityEngine.Object.DestroyImmediate(player.GetComponent<CapsuleCollider>());
CharacterController controller = player.AddComponent<CharacterController>();
controller.height = 2f;
controller.radius = 0.45f;
controller.stepOffset = 0.35f;
controller.slopeLimit = 45f;
player.AddComponent<PlayerMovement>();
return player;
}
private static CameraController CreateCamera(Transform player)
{
GameObject rig = new GameObject("CameraRig");
DepthOfFieldController dof = rig.AddComponent<DepthOfFieldController>();
CameraController controller = rig.AddComponent<CameraController>();
controller.target = player;
controller.followOffset = new Vector3(0f, 1.65f, -3f);
controller.depthOfFieldController = dof;
GameObject cameraObject = new GameObject("Main Camera");
cameraObject.tag = "MainCamera";
cameraObject.transform.SetParent(rig.transform, false);
Camera camera = cameraObject.AddComponent<Camera>();
camera.nearClipPlane = 0.05f;
camera.fieldOfView = 65f;
cameraObject.AddComponent<AudioListener>();
return controller;
}
private static HintManager CreateUI()
{
GameObject canvasObject = new GameObject("HintCanvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
Canvas canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler scaler = canvasObject.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.matchWidthOrHeight = 0.5f;
GameObject panelObject = new GameObject("HintPanel", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
panelObject.transform.SetParent(canvasObject.transform, false);
RectTransform panelRect = panelObject.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 0f);
panelRect.anchorMax = new Vector2(0.5f, 0f);
panelRect.pivot = new Vector2(0.5f, 0f);
panelRect.anchoredPosition = new Vector2(0f, 36f);
panelRect.sizeDelta = new Vector2(900f, 96f);
Image panelImage = panelObject.GetComponent<Image>();
panelImage.color = new Color(0.02f, 0.02f, 0.02f, 0.78f);
GameObject textObject = new GameObject("HintText", typeof(RectTransform), typeof(CanvasRenderer), typeof(Text));
textObject.transform.SetParent(panelObject.transform, false);
RectTransform textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = Vector2.zero;
textRect.anchorMax = Vector2.one;
textRect.offsetMin = new Vector2(24f, 10f);
textRect.offsetMax = new Vector2(-24f, -10f);
Text text = textObject.GetComponent<Text>();
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
text.fontSize = 28;
text.alignment = TextAnchor.MiddleCenter;
text.color = Color.white;
text.horizontalOverflow = HorizontalWrapMode.Wrap;
text.verticalOverflow = VerticalWrapMode.Truncate;
HintManager hintManager = canvasObject.AddComponent<HintManager>();
hintManager.hintPanel = panelObject;
hintManager.hintText = text;
panelObject.SetActive(false);
GameObject eventSystemObject = new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
eventSystemObject.transform.SetAsLastSibling();
return hintManager;
}
private static NarrativeEventManager CreateEventManager(HintManager hintManager)
{
GameObject managerObject = new GameObject("NarrativeEventManager");
NarrativeEventManager manager = managerObject.AddComponent<NarrativeEventManager>();
manager.hintManager = hintManager;
return manager;
}
private static GameObject CreateStatue(Material statueMat, Material highlightMat, Transform player, NarrativeEventManager eventManager)
{
GameObject statue = new GameObject("Statue");
statue.transform.position = new Vector3(0f, 0f, 6.8f);
CreateCube("Statue_Pedestal", new Vector3(0f, 0.25f, 6.8f), new Vector3(1.8f, 0.5f, 1.8f), statueMat, statue.transform);
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
body.name = "Statue_Body";
body.transform.SetParent(statue.transform, true);
body.transform.position = new Vector3(0f, 1.15f, 6.8f);
body.transform.localScale = new Vector3(0.72f, 0.9f, 0.72f);
SetMaterial(body, statueMat);
GameObject head = GameObject.CreatePrimitive(PrimitiveType.Sphere);
head.name = "Statue_Head";
head.transform.SetParent(statue.transform, true);
head.transform.position = new Vector3(0f, 2.15f, 6.8f);
head.transform.localScale = new Vector3(0.65f, 0.65f, 0.65f);
SetMaterial(head, statueMat);
GameObject leftArm = GameObject.CreatePrimitive(PrimitiveType.Capsule);
leftArm.name = "Statue_LeftArm";
leftArm.transform.SetParent(statue.transform, true);
leftArm.transform.position = new Vector3(-0.7f, 1.35f, 6.8f);
leftArm.transform.localScale = new Vector3(0.22f, 0.55f, 0.22f);
leftArm.transform.rotation = Quaternion.Euler(0f, 0f, 28f);
SetMaterial(leftArm, statueMat);
GameObject rightArm = GameObject.CreatePrimitive(PrimitiveType.Capsule);
rightArm.name = "Statue_RightArm";
rightArm.transform.SetParent(statue.transform, true);
rightArm.transform.position = new Vector3(0.7f, 1.35f, 6.8f);
rightArm.transform.localScale = new Vector3(0.22f, 0.55f, 0.22f);
rightArm.transform.rotation = Quaternion.Euler(0f, 0f, -28f);
SetMaterial(rightArm, statueMat);
HighlightOnApproach highlight = statue.AddComponent<HighlightOnApproach>();
highlight.player = player;
highlight.highlightMaterial = highlightMat;
highlight.targetRenderers = statue.GetComponentsInChildren<Renderer>();
highlight.radius = 2.8f;
InteractableObject interactable = statue.AddComponent<InteractableObject>();
interactable.player = player;
interactable.interactionRadius = 2.6f;
interactable.promptText = "Нажмите E, чтобы осмотреть статую";
UnityEventTools.AddPersistentListener(interactable.onInteract, eventManager.OnStatueInteracted);
return statue;
}
private static Transform CreateStatueCameraPoint(Transform statue)
{
GameObject point = new GameObject("StatueCameraPoint");
point.transform.position = new Vector3(0f, 2.15f, 3.45f);
Vector3 focusPosition = statue.position + new Vector3(0f, 1.45f, 0f);
point.transform.rotation = Quaternion.LookRotation(focusPosition - point.transform.position, Vector3.up);
return point.transform;
}
private static GameObject CreateExitDoor(Material doorMat)
{
return CreateCube("ExitDoor", new Vector3(0f, 1.2f, 9.95f), new Vector3(2.1f, 2.4f, 0.28f), doorMat, null);
}
private static GameObject CreateSecretChest(Material chestMat, Material highlightMat, Transform player, NarrativeEventManager eventManager)
{
GameObject chest = new GameObject("SecretChest");
chest.transform.position = new Vector3(3.45f, 0.05f, 7.5f);
CreateCube("SecretChest_Base", new Vector3(3.45f, 0.35f, 7.5f), new Vector3(1.3f, 0.55f, 0.85f), chestMat, chest.transform);
GameObject lid = CreateCube("SecretChest_Lid", new Vector3(3.45f, 0.75f, 7.5f), new Vector3(1.35f, 0.25f, 0.9f), chestMat, chest.transform);
lid.transform.rotation = Quaternion.Euler(-8f, 0f, 0f);
GameObject artifact = GameObject.CreatePrimitive(PrimitiveType.Sphere);
artifact.name = "KeyArtifact";
artifact.transform.SetParent(chest.transform, true);
artifact.transform.position = new Vector3(3.45f, 1.05f, 7.5f);
artifact.transform.localScale = new Vector3(0.35f, 0.35f, 0.35f);
SetMaterial(artifact, highlightMat);
InteractableObject interactable = chest.AddComponent<InteractableObject>();
interactable.player = player;
interactable.interactionRadius = 2.2f;
interactable.promptText = "Нажмите E, чтобы забрать артефакт";
UnityEventTools.AddPersistentListener(interactable.onInteract, eventManager.FinishScene);
return chest;
}
private static void CreateDecorations(Material darkMat, Material chestMat)
{
GameObject decorRoot = new GameObject("Decorations");
CreateColumn("Column_LeftFront", new Vector3(-3.7f, 1.1f, 3.2f), darkMat, decorRoot.transform);
CreateColumn("Column_RightFront", new Vector3(3.7f, 1.1f, 3.2f), darkMat, decorRoot.transform);
CreateColumn("Column_LeftBack", new Vector3(-3.7f, 1.1f, 8.8f), darkMat, decorRoot.transform);
CreateColumn("Column_RightBack", new Vector3(3.7f, 1.1f, 8.8f), darkMat, decorRoot.transform);
CreateCube("Crate_Left", new Vector3(-3.1f, 0.35f, 5.4f), new Vector3(0.75f, 0.7f, 0.75f), chestMat, decorRoot.transform);
CreateCube("Crate_Right", new Vector3(2.85f, 0.3f, 4.4f), new Vector3(0.65f, 0.6f, 0.65f), chestMat, decorRoot.transform);
CreateCube("BrokenBlock_01", new Vector3(-1.2f, 0.18f, 8.8f), new Vector3(0.9f, 0.35f, 0.55f), darkMat, decorRoot.transform);
CreateCube("BrokenBlock_02", new Vector3(1.25f, 0.18f, 8.55f), new Vector3(0.8f, 0.35f, 0.5f), darkMat, decorRoot.transform);
}
private static void CreateColumn(string name, Vector3 position, Material material, Transform parent)
{
GameObject column = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
column.name = name;
column.transform.SetParent(parent, true);
column.transform.position = position;
column.transform.localScale = new Vector3(0.42f, 1.1f, 0.42f);
SetMaterial(column, material);
}
private static void CreateLights()
{
GameObject directionObject = new GameObject("LowAmbient_DirectionalLight");
Light directionLight = directionObject.AddComponent<Light>();
directionLight.type = LightType.Directional;
directionLight.intensity = 0.22f;
directionLight.color = new Color(0.70f, 0.78f, 0.9f);
directionObject.transform.rotation = Quaternion.Euler(50f, -35f, 0f);
GameObject statueSpotObject = new GameObject("Statue_SpotLight");
Light statueSpot = statueSpotObject.AddComponent<Light>();
statueSpot.type = LightType.Spot;
statueSpot.intensity = 5.2f;
statueSpot.range = 8f;
statueSpot.spotAngle = 45f;
statueSpot.color = new Color(1f, 0.86f, 0.58f);
statueSpotObject.transform.position = new Vector3(0f, 4.6f, 4.5f);
statueSpotObject.transform.rotation = Quaternion.LookRotation(new Vector3(0f, 1.2f, 6.8f) - statueSpotObject.transform.position, Vector3.up);
GameObject corridorLightObject = new GameObject("DimCorridor_PointLight");
Light corridorLight = corridorLightObject.AddComponent<Light>();
corridorLight.type = LightType.Point;
corridorLight.intensity = 0.65f;
corridorLight.range = 5.5f;
corridorLight.color = new Color(0.55f, 0.62f, 0.78f);
corridorLightObject.transform.position = new Vector3(0f, 2.4f, -5.5f);
}
private static Light CreateSecretLight()
{
GameObject lightObject = new GameObject("SecretChest_PointLight");
Light light = lightObject.AddComponent<Light>();
light.type = LightType.Point;
light.intensity = 3.2f;
light.range = 4.5f;
light.color = new Color(1f, 0.80f, 0.35f);
light.transform.position = new Vector3(3.45f, 1.8f, 7.5f);
light.enabled = false;
return light;
}
private static void CreateAttentionTrigger(CameraController cameraController, Transform cameraPoint, HintManager hintManager, AudioClip clip)
{
GameObject triggerObject = new GameObject("RoomEntrance_AttentionTrigger");
triggerObject.transform.position = new Vector3(0f, 1.2f, 1.1f);
BoxCollider collider = triggerObject.AddComponent<BoxCollider>();
collider.isTrigger = true;
collider.size = new Vector3(3.1f, 2.4f, 1.1f);
AudioSource audioSource = triggerObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 0.25f;
AttentionTrigger trigger = triggerObject.AddComponent<AttentionTrigger>();
trigger.cameraController = cameraController;
trigger.cameraPoint = cameraPoint;
trigger.hintManager = hintManager;
trigger.hintText = "Похоже, здесь что-то спрятано...";
trigger.fixedCameraDuration = 2.4f;
trigger.hintDuration = 3.2f;
trigger.audioClip = clip;
trigger.audioSource = audioSource;
trigger.destroyAfterTrigger = false;
}
private static GameObject CreateCube(string name, Vector3 position, Vector3 scale, Material material, Transform parent)
{
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.name = name;
cube.transform.position = position;
cube.transform.localScale = scale;
if (parent != null)
{
cube.transform.SetParent(parent, true);
}
SetMaterial(cube, material);
return cube;
}
private static void SetMaterial(GameObject gameObject, Material material)
{
Renderer renderer = gameObject.GetComponent<Renderer>();
if (renderer != null)
{
renderer.sharedMaterial = material;
}
}
private static AudioClip CreateAttentionCue()
{
string path = "Assets/_Audio/AttentionCue.wav";
string fullPath = Path.Combine(Directory.GetCurrentDirectory(), path);
const int sampleRate = 44100;
const float duration = 0.55f;
int sampleCount = Mathf.CeilToInt(sampleRate * duration);
byte[] wav = BuildWav(sampleRate, sampleCount, index =>
{
float time = index / (float)sampleRate;
float envelope = Mathf.Clamp01(1f - time / duration);
float toneA = Mathf.Sin(2f * Mathf.PI * 660f * time);
float toneB = Mathf.Sin(2f * Mathf.PI * 990f * time) * 0.35f;
return (toneA + toneB) * envelope * 0.35f;
});
File.WriteAllBytes(fullPath, wav);
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
return AssetDatabase.LoadAssetAtPath<AudioClip>(path);
}
private static byte[] BuildWav(int sampleRate, int sampleCount, Func<int, float> sampleFunction)
{
const short channels = 1;
const short bitsPerSample = 16;
int byteRate = sampleRate * channels * bitsPerSample / 8;
int dataSize = sampleCount * channels * bitsPerSample / 8;
byte[] bytes = new byte[44 + dataSize];
WriteAscii(bytes, 0, "RIFF");
WriteInt(bytes, 4, 36 + dataSize);
WriteAscii(bytes, 8, "WAVE");
WriteAscii(bytes, 12, "fmt ");
WriteInt(bytes, 16, 16);
WriteShort(bytes, 20, 1);
WriteShort(bytes, 22, channels);
WriteInt(bytes, 24, sampleRate);
WriteInt(bytes, 28, byteRate);
WriteShort(bytes, 32, (short)(channels * bitsPerSample / 8));
WriteShort(bytes, 34, bitsPerSample);
WriteAscii(bytes, 36, "data");
WriteInt(bytes, 40, dataSize);
int offset = 44;
for (int i = 0; i < sampleCount; i++)
{
float sample = Mathf.Clamp(sampleFunction(i), -1f, 1f);
short value = (short)(sample * short.MaxValue);
WriteShort(bytes, offset, value);
offset += 2;
}
return bytes;
}
private static void WriteAscii(byte[] bytes, int offset, string value)
{
for (int i = 0; i < value.Length; i++)
{
bytes[offset + i] = (byte)value[i];
}
}
private static void WriteInt(byte[] bytes, int offset, int value)
{
bytes[offset] = (byte)(value & 0xff);
bytes[offset + 1] = (byte)((value >> 8) & 0xff);
bytes[offset + 2] = (byte)((value >> 16) & 0xff);
bytes[offset + 3] = (byte)((value >> 24) & 0xff);
}
private static void WriteShort(byte[] bytes, int offset, short value)
{
bytes[offset] = (byte)(value & 0xff);
bytes[offset + 1] = (byte)((value >> 8) & 0xff);
}
private static void SaveSecretChestPrefab(GameObject secretChest)
{
string path = "Assets/_Prefabs/SecretChest.prefab";
PrefabUtility.SaveAsPrefabAsset(secretChest, path);
}
private static void AddSceneToBuildSettings(string scenePath)
{
EditorBuildSettings.scenes = new[]
{
new EditorBuildSettingsScene(scenePath, true)
};
}
}
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using UnityEngine;
public class HighlightOnApproach : MonoBehaviour
{
public Transform player;
public Renderer targetRenderer;
public Renderer[] targetRenderers;
public Material highlightMaterial;
public float radius = 2.6f;
private Material originalMaterial;
private Material[] originalMaterials;
private bool highlighted;
private void Start()
{
if (targetRenderers == null || targetRenderers.Length == 0)
{
targetRenderers = targetRenderer != null ? new[] { targetRenderer } : GetComponentsInChildren<Renderer>();
}
originalMaterials = new Material[targetRenderers.Length];
for (int i = 0; i < targetRenderers.Length; i++)
{
originalMaterials[i] = targetRenderers[i].sharedMaterial;
}
if (targetRenderers.Length > 0)
{
originalMaterial = originalMaterials[0];
}
}
private void Update()
{
if (player == null)
{
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
player = playerObject != null ? playerObject.transform : null;
}
if (player == null || highlightMaterial == null)
{
return;
}
bool shouldHighlight = Vector3.Distance(transform.position, player.position) <= radius;
if (shouldHighlight != highlighted)
{
// The scene builder assigns all statue renderers, so the whole object changes material together.
SetHighlighted(shouldHighlight);
}
}
private void SetHighlighted(bool value)
{
highlighted = value;
for (int i = 0; i < targetRenderers.Length; i++)
{
if (targetRenderers[i] == null)
{
continue;
}
targetRenderers[i].sharedMaterial = value ? highlightMaterial : originalMaterials[i];
}
}
public Material GetOriginalMaterial()
{
return originalMaterial;
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class HintManager : MonoBehaviour
{
public static HintManager Instance { get; private set; }
public GameObject hintPanel;
public Text hintText;
private Coroutine hideRoutine;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
HideHint();
}
public void ShowHint(string text, float duration)
{
if (hintPanel == null || hintText == null)
{
return;
}
// Restarting the timer lets stronger narrative hints replace short interaction prompts.
hintText.text = text;
hintPanel.SetActive(true);
if (hideRoutine != null)
{
StopCoroutine(hideRoutine);
}
hideRoutine = StartCoroutine(HideAfterDelay(duration));
}
public void HideHint()
{
if (hintPanel != null)
{
hintPanel.SetActive(false);
}
}
private IEnumerator HideAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
HideHint();
hideRoutine = null;
}
}
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using UnityEngine;
using UnityEngine.Events;
public class InteractableObject : MonoBehaviour
{
public Transform player;
public float interactionRadius = 2.4f;
public string promptText = "Нажмите E, чтобы осмотреть статую";
public float promptDuration = 1.2f;
public bool interactOnce = true;
public UnityEvent onInteract = new UnityEvent();
private bool hasInteracted;
private float nextPromptTime;
private void Update()
{
if (player == null)
{
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
player = playerObject != null ? playerObject.transform : null;
}
if (player == null || (interactOnce && hasInteracted))
{
return;
}
bool isNear = Vector3.Distance(transform.position, player.position) <= interactionRadius;
if (!isNear)
{
return;
}
if (Time.time >= nextPromptTime)
{
// Repeated short prompts keep the interaction readable while the player stays nearby.
HintManager.Instance?.ShowHint(promptText, promptDuration);
nextPromptTime = Time.time + promptDuration + 0.25f;
}
if (Input.GetKeyDown(KeyCode.E))
{
hasInteracted = true;
onInteract?.Invoke();
}
}
}
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using UnityEngine;
public class NarrativeEventManager : MonoBehaviour
{
public HintManager hintManager;
public GameObject secretChest;
public Light secretLight;
public Transform exitDoor;
public Vector3 doorOpenOffset = new Vector3(0f, 2.6f, 0f);
private bool statueEventCompleted;
private bool sceneFinished;
private Vector3 closedDoorPosition;
private void Start()
{
if (exitDoor != null)
{
closedDoorPosition = exitDoor.position;
}
if (secretChest != null)
{
secretChest.SetActive(false);
}
if (secretLight != null)
{
secretLight.enabled = false;
}
}
public void OnStatueInteracted()
{
if (statueEventCompleted)
{
return;
}
statueEventCompleted = true;
hintManager?.ShowHint("В стене открылся тайный механизм...", 3.5f);
// This is the simple narrative payoff: reveal reward, add light, and open the exit.
if (secretChest != null)
{
secretChest.SetActive(true);
}
if (secretLight != null)
{
secretLight.enabled = true;
}
if (exitDoor != null)
{
exitDoor.position = closedDoorPosition + doorOpenOffset;
}
}
public void FinishScene()
{
if (sceneFinished)
{
return;
}
sceneFinished = true;
hintManager?.ShowHint("Артефакт найден. Сцена завершена.", 4f);
}
}
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using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
public float moveSpeed = 4.5f;
public float mouseSensitivity = 2f;
public float gravity = -18f;
public CameraController cameraController;
private CharacterController controller;
private float verticalVelocity;
private float pitch;
private void Awake()
{
controller = GetComponent<CharacterController>();
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
if (cameraController != null && cameraController.IsInFixedMode)
{
// During the attention shot the player should not move or rotate the camera.
ApplyGravityOnly();
return;
}
LookAround();
Move();
}
private void LookAround()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
transform.Rotate(Vector3.up * mouseX);
pitch = Mathf.Clamp(pitch - mouseY, -65f, 70f);
cameraController?.SetPitch(pitch);
}
private void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
// WASD is interpreted relative to the player's current view direction.
Vector3 direction = (transform.right * horizontal + transform.forward * vertical).normalized;
if (controller.isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -1f;
}
verticalVelocity += gravity * Time.deltaTime;
Vector3 velocity = direction * moveSpeed;
velocity.y = verticalVelocity;
controller.Move(velocity * Time.deltaTime);
}
private void ApplyGravityOnly()
{
if (controller.isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -1f;
}
verticalVelocity += gravity * Time.deltaTime;
controller.Move(Vector3.up * verticalVelocity * Time.deltaTime);
}
}
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